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Text File  |  1999-11-11  |  10KB  |  413 lines

  1. /* ********* RIVERS ********** */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type     RIVERS       
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13. base_terrain WATER
  14.  
  15. start_random
  16.   percent_chance 20
  17.   #define DESERT_MAP
  18.   percent_chance 20
  19.   #define ASIAN_MAP
  20. end_random
  21.  
  22. create_player_lands 
  23. {            
  24. if DESERT_MAP
  25.   terrain_type                     DIRT
  26. elseif ASIAN_MAP
  27.   terrain_type                     GRASS2
  28. else           
  29.   terrain_type                     GRASS
  30. endif
  31.   land_percent                     65
  32.   base_size                        11
  33. start_random
  34.   percent_chance 50
  35.     left_border                    8
  36.   percent_chance 50
  37.     right_border                   8
  38. end_random
  39. start_random
  40.   percent_chance 50
  41.     top_border                     8
  42.   percent_chance 50
  43.     bottom_border                  8
  44. end_random
  45. border_fuzziness                   7
  46. other_zone_avoidance_distance      5
  47. clumping_factor                    15
  48. }
  49.  
  50. /* BONUS ISLAND */
  51.  
  52. create_land 
  53. {
  54.   if DESERT_MAP
  55.     terrain_type                     DIRT
  56.   elseif ASIAN_MAP
  57.     terrain_type                     GRASS2
  58.   else                       
  59.     terrain_type                     GRASS
  60.   endif  
  61.   land_percent                     1
  62.   border_fuzziness                 10
  63.   other_zone_avoidance_distance    7
  64.   land_id                          20
  65.   left_border                      5
  66.   right_border                     5
  67.   top_border                       5
  68.   bottom_border                    5 
  69. }
  70.  
  71. /* NUISANCE ISLAND 1 */
  72.  
  73. create_land 
  74. {
  75.   if DESERT_MAP
  76.     terrain_type                     DESERT
  77.   elseif ASIAN_MAP
  78.     terrain_type                     GRASS2
  79.   else                       
  80.     terrain_type                     GRASS
  81.   endif  
  82.   land_percent                     1
  83.   border_fuzziness                 10
  84.   other_zone_avoidance_distance    7
  85.   land_id                          25
  86.   left_border                      5
  87.   right_border                     5
  88.   top_border                       5
  89.   bottom_border                    5 
  90. }
  91.  
  92. /* NUISANCE ISLAND 2 */
  93.  
  94. create_land 
  95. {
  96.   if DESERT_MAP
  97.     terrain_type                     GRASS
  98.   elseif ASIAN_MAP
  99.     terrain_type                     GRASS3
  100.   else                       
  101.     terrain_type                     DIRT
  102.   endif  
  103.   land_percent                     1
  104.   border_fuzziness                 10
  105.   other_zone_avoidance_distance    7
  106.   land_id                          25
  107.   left_border                      5
  108.   right_border                     5
  109.   top_border                       5
  110.   bottom_border                    5 
  111. }
  112.  
  113. /* ****************************************************** */
  114. <TERRAIN_GENERATION>
  115.  
  116. create_terrain MED_WATER
  117. {
  118. base_terrain WATER
  119. number_of_clumps               20
  120. spacing_to_other_terrain_types 2
  121. land_percent 15
  122. }
  123.  
  124. create_terrain DEEP_WATER
  125. {
  126. base_terrain MED_WATER
  127. number_of_clumps               10
  128. spacing_to_other_terrain_types 2
  129. land_percent 5
  130. }
  131.  
  132. /* PRIMARY FOREST */
  133.  
  134. if DESERT_MAP
  135.   create_terrain PALM_DESERT
  136. {
  137.   base_terrain                   DIRT
  138.   spacing_to_other_terrain_types 5
  139.   land_percent                   9
  140.   number_of_clumps               10
  141.   set_avoid_player_start_areas     
  142.   set_scale_by_groups
  143. }
  144. elseif ASIAN_MAP
  145. create_terrain PINE_FOREST
  146. {
  147.   base_terrain                   GRASS2
  148.   spacing_to_other_terrain_types 5
  149.   land_percent                   9
  150.   number_of_clumps               10
  151.   set_avoid_player_start_areas     
  152.   set_scale_by_groups
  153. }
  154. else
  155. create_terrain FOREST
  156. {
  157.   base_terrain                   GRASS
  158.   spacing_to_other_terrain_types 5
  159.   land_percent                   9
  160.   number_of_clumps               10
  161.   set_avoid_player_start_areas     
  162.   set_scale_by_groups
  163. }
  164. endif
  165.  
  166. /* PRIMARY PATCH */
  167.  
  168. if DESERT_MAP
  169.    create_terrain DESERT
  170. {
  171.   base_terrain                   DIRT
  172.   number_of_clumps               8
  173.   spacing_to_other_terrain_types 0
  174.   land_percent                   8
  175.   set_scale_by_size
  176. }
  177. elseif ASIAN_MAP
  178. create_terrain GRASS3
  179. {
  180.   base_terrain                   GRASS2
  181.   number_of_clumps               8
  182.   spacing_to_other_terrain_types 0
  183.   land_percent                   6
  184.   set_scale_by_size
  185. }
  186. else
  187. create_terrain DIRT
  188. {
  189.   base_terrain                   GRASS
  190.   number_of_clumps               8
  191.   spacing_to_other_terrain_types 0
  192.   land_percent                   9
  193.   set_scale_by_size
  194. }
  195. endif
  196.  
  197. /* SECONDARY FOREST */
  198.  
  199. if DESERT_MAP
  200. create_terrain FOREST
  201. {
  202.   base_terrain                   GRASS
  203.   spacing_to_other_terrain_types 3
  204.   land_percent                   1
  205.   number_of_clumps               3
  206.   set_avoid_player_start_areas     
  207.   set_scale_by_groups
  208. }
  209. elseif ASIAN_MAP
  210. create_terrain BAMBOO
  211. {
  212.   base_terrain                   GRASS2
  213.   spacing_to_other_terrain_types 3
  214.   land_percent                   1
  215.   number_of_clumps               3
  216.   set_avoid_player_start_areas     
  217.   set_scale_by_groups
  218. }
  219. else
  220. create_terrain PALM_DESERT
  221. {
  222.   base_terrain                   GRASS
  223.   spacing_to_other_terrain_types 3
  224.   land_percent                   1
  225.   number_of_clumps               3
  226.   set_avoid_player_start_areas     
  227.   set_scale_by_groups
  228. }
  229. endif
  230.  
  231. /* SECONDARY PATCH */
  232.  
  233. if DESERT_MAP
  234.    create_terrain DIRT3
  235. {
  236.   base_terrain                   DIRT
  237.   number_of_clumps               24
  238.   spacing_to_other_terrain_types 0
  239.   land_percent                   2
  240.   set_scale_by_size
  241. }
  242. elseif ASIAN_MAP
  243. create_terrain DIRT3
  244. {
  245.   base_terrain                   GRASS2
  246.   number_of_clumps               24
  247.   spacing_to_other_terrain_types 0
  248.   land_percent                   2
  249.   set_scale_by_size
  250. }
  251. else
  252. create_terrain GRASS3
  253. {
  254.   base_terrain                   GRASS
  255.   number_of_clumps               24
  256.   spacing_to_other_terrain_types 0
  257.   land_percent                   2
  258.   set_scale_by_size
  259. }
  260. endif
  261.  
  262. /* TERTIARY PATCH */
  263.  
  264. if DESERT_MAP
  265.    create_terrain GRASS3
  266. {
  267.   base_terrain                   DIRT
  268.   number_of_clumps               30
  269.   spacing_to_other_terrain_types 0
  270.   land_percent                   2
  271.   set_scale_by_size
  272. }
  273. elseif ASIAN_MAP
  274. create_terrain GRASS
  275. {
  276.   base_terrain                   GRASS2
  277.   number_of_clumps               30
  278.   spacing_to_other_terrain_types 0
  279.   land_percent                   2
  280.   set_scale_by_size
  281. }
  282. else
  283. create_terrain DIRT3
  284. {
  285.   base_terrain                   GRASS
  286.   number_of_clumps               30
  287.   spacing_to_other_terrain_types 0
  288.   land_percent                   2
  289.   set_scale_by_size
  290. }
  291. endif
  292.  
  293. /* ****************************************************** */
  294. <OBJECTS_GENERATION>
  295.  
  296. #include_drs land_and_water_resources.inc 54102
  297.  
  298. create_object DEER
  299. {
  300.    number_of_objects 4
  301.    group_variance 1
  302.    number_of_groups 2
  303.    set_loose_grouping
  304.    set_gaia_object_only
  305.    set_place_for_every_player
  306.    min_distance_to_players    25
  307.    min_distance_group_placement  5
  308. }
  309.  
  310. if DESERT_MAP
  311. create_object PALMTREE
  312. {
  313.   number_of_objects          30
  314.   set_gaia_object_only
  315.   set_scaling_to_map_size
  316.   min_distance_to_players    8
  317. }
  318. elseif ASIAN_MAP
  319. create_object BAMBOO_TREE
  320. {
  321.   number_of_objects          30
  322.   set_gaia_object_only
  323.   set_scaling_to_map_size
  324.   min_distance_to_players    8
  325. }
  326. else
  327. create_object OAKTREE
  328. {
  329.   number_of_objects          30
  330.   set_gaia_object_only
  331.   set_scaling_to_map_size
  332.   min_distance_to_players    8
  333. }
  334. endif
  335.  
  336. /* BONUS ISLAND RESOURCES */
  337.  
  338. create_object GOLD
  339. {
  340.   number_of_groups           2   
  341.   number_of_objects          4
  342.   group_placement_radius     2
  343.   set_tight_grouping
  344.   set_gaia_object_only
  345.   place_on_specific_land_id 20
  346. }
  347.  
  348. create_object SALMON
  349. {
  350.   number_of_objects                   25
  351.   set_scaling_to_map_size
  352.   set_gaia_object_only
  353.   max_distance_to_other_zones         2
  354. }
  355.  
  356. create_object SHORE_FISH
  357. {
  358.   number_of_objects                   30
  359.   set_scaling_to_map_size 
  360. /*  min_distance_group_placement  3 */
  361.   set_gaia_object_only 
  362. }
  363.  
  364. /* ****************************************************** */
  365.  
  366. <ELEVATION_GENERATION>
  367.  
  368. create_elevation        7
  369. {
  370. if DESERT_MAP
  371.   base_terrain                DIRT
  372. elseif ASIAN_MAP
  373.   base_terrain                GRASS2
  374. else           
  375.   base_terrain                GRASS
  376. endif
  377.   number_of_clumps         14
  378.   number_of_tiles         1000
  379.   set_scale_by_groups
  380.   set_scale_by_size           
  381. }
  382.  
  383. /* ****************************************************** */
  384. <CONNECTION_GENERATION>
  385. create_connect_all_players_land
  386. {
  387.   replace_terrain WATER         SHALLOW
  388.   replace_terrain MED_WATER     SHALLOW
  389.   replace_terrain DEEP_WATER    SHALLOW
  390.   terrain_cost    WATER         7
  391.   terrain_cost    MED_WATER     9
  392.   terrain_cost    DEEP_WATER    15
  393.   terrain_cost    FOREST        7
  394.   terrain_cost    BAMBOO        7
  395.   terrain_cost    PALM_DESERT   7
  396.   terrain_cost    SHALLOW       3
  397.   terrain_cost    DESERT        1
  398.   terrain_cost    DIRT          1
  399.   terrain_cost    DIRT          2
  400.   terrain_cost    DIRT          3
  401.   terrain_cost    GRASS         2
  402.   terrain_cost    BEACH         7
  403.   terrain_size    WATER         3       1
  404.   terrain_size    MED_WATER     3       1
  405.   terrain_size    DEEP_WATER    3       1
  406.   terrain_size    GRASS         0       0
  407.   terrain_size    FOREST        0       0
  408.   terrain_size    BAMBOO        0       0
  409.   terrain_size    PALM_DESERT   0       0
  410.   terrain_size    DESERT        0       0
  411. }
  412.  
  413.